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Quake Documentation Pass (#1402)
* begin quake docs * continue cleanup * quake offset * many more docs * cleanup * more cleanup * cleanup headers * move quake value to internal * update, still need to test shake zoom/yaw * more docs * better docs * add file descriptions * fix comment * explain random index * cleanup comments * better type 6 docs * expand orientation comment * fix old names, add comment * remove comment, twas a mistake * easy PR feedback * duration in dec * rm offset, clear up roll * oops * merge shakeInfo and QuakeCamData * match order that always appears in code * more PR suggestions * adjust comment * zeroVec * rm extra space * roman PR suggestions
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64 changed files with 737 additions and 620 deletions
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@ -72,10 +72,10 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
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s32 i;
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Vec3f eye;
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Vtx* vtxPtr;
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Vec3f vec;
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Vec3f quakeOffset;
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eye = GET_ACTIVE_CAM(play)->eye;
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Camera_GetSkyboxOffset(&vec, GET_ACTIVE_CAM(play));
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Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
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OPEN_DISPS(play->state.gfxCtx, "../z_oceff_wipe.c", 346);
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@ -103,7 +103,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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Matrix_Translate(eye.x + vec.x, eye.y + vec.y, eye.z + vec.z, MTXMODE_NEW);
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Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
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Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
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